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Edited MJV Pampilon Play Based Learning Activities 2
Edited MJV Pampilon Play Based Learning Activities 2
Table of Contents
Hypothesis …………………………………………………………………………… 7
Method …………………………………………………………………………………….... 10
Proposed Intervention/Strategy…………………………………………..………….. 11
Instruments ………………………………………………………………………..... 11
References …………………………………………………………………………….……. 20
List of Figures
List of Tables
effectiveness of learning principles into game environments. The purpose of PBL is to improve
self-confidence and problem-solving skills for learners (Liang, et al., 2010). Prensky and Prensky
indicated that Play-Based Learning was “about fun and engagement and come together of serious
In connection, Liang and his colleagues created four extra designs into the play-based
learning environment which were (1) to provide opportunities for system thinking, (2) to apply
experience of role playing and (4) to construct balanced game rules and to incorporate resource
Moreover, Prensky and his colleagues indicated that a play is a form of “organized play”
(Prensky, 2001). Kim suggested that “gamification can add an extra level of motivation and
incentive to many higher education activities” (Kim, 2015). Heinich and his colleagues stated
that a play is “an activity in which participants follow prescribed rules that differ from those of
,Deterding and his colleagues addressed that plays for education had a huge diversity of
objectives for using and the PBL designed serious plays which related learning objectives in a
play universe with certain cognitive along with visual immersion and gameplay to gamification
as “the use of game design elements in non-game contexts” (Deterding et al., 2011).
Romero, furthermore, defined that play and also serious plays pointed at supporting the
learning objective through a positive learning as well as gaming experience using the game
mechanics and rules such as competitive rules, a scoring system and learning through playing
(Romero et al., 2012). Likewise, Romero specified that a methodology for PBL consisted of six-
modalities, game mechanics and rules, learning assessment and feedback and gaming and
Learning Objectives
Play Modalities
Figure 1. A methodology for play based learning design and evaluation, modified from Romero
(2015).
Serious games target the intrinsic motivation of students, relying on their internal drives
for competition, interaction, and creativity. According to Vygotsky (1978), children are
inherently social beings who learn best through investigation, and interaction with others. PBL is
founded on this principle of social interaction, as serious games give students opportunities to
explore concepts through the form of competitive exploration. Research has examined the effect
of competition on learning. Results from recent studies have found that competition improves
motivation and cooperation, and ultimately learning outcomes (Burguillo, 2010, Cagiltay,
According to the classroom teachers in this study, the use of play was effective because it
was experiential in nature, offered a new way to present and experience learning, gave the
students context and motivation to work on the English grammar, and made learning fun. The
purpose of the current action research study is to determine the effectiveness of play-based
Given the potential positive effects of play-based learning activities as identified by the
related literature, the teacher-researcher determined to implement and examine the use of play-
With these, the researcher discovered that based on the result of the first quarter
performance and grades of the learners, the need in learning grammar is immensely necessary. It
prompted the researcher to conduct a study where diversified play-based learning activities will
be utilized as an intervention tool and developed their grammar based on the learners’ needs. The
baseline data of the researcher is their previous grades in the first grading period.
Dependent Variable
Indenpendent Variable
Play-Based Learning Grade 9 Learners'
Activities Achievement in
Grammar
Research Questions
The study will aim to determine the effectiveness of the play-based learning activities in
2. Is there significant difference between the pretest and posttest results of the Grade 9
3. Is there as significant difference between the posttests of the control and experimental
groups?
Hypotheses
1. There is no significant difference between the pretest and posttest in the experimental
group.
2. There is no significant difference between the posttest of the control and experimental
group.
Students. The study will increase the students’ interest in learning grammar. They will
enjoy the game prepared by the teacher and learn grammar at the same time.
Teachers. This will enable them to be more committed and dedicated in being teachers in
teaching their students. They will be more innovative and resourceful at the same time.
Parents. They will realize that play can also be incorporated in classroom. Their children
Schools Administrators. Results of this study will also help them realize that students
and teachers also learn with the use of games inside the classroom.
Curriculum Writers. They will realize how enjoyable playing is to students. With this,
Future Researchers. They can use the provided data and other literature as reference for
their own studies. Replicated or similar studies in different settings and population or sample is
also encouraged as doing so can make achieved results generalized if provided with sufficient
amount of evidences related to play-based learning activities in teaching English subject or any
The study will focus on the play-based learning activities in teaching English grammar
for Grade 9 of Masagana High School, Masagana, Pandi, Bulacan who are presently enrolled in
the school year 2019-2020. This study will include Grade 9 Narra, and Grade 9 Kamagong.
The total number of learners in Grade 9 Narra and Grade 9 Kamagong is 70. These
participants’ age ranges from 15 – 17 years old. The play-based learning activities will be
utilized for the entire third grading period. The table below shows the competencies that will be
Diversified Play-Based
Lesson and Code DPBLA Objectives Date
Learning Activities
I. Gerund identify the gerund in a
given sentence Draw Card
EN9G-IIIa-21 underline the gerund in
each sentence and Students take turns in October 28, 2019
label how they picking cards and put to
function in the down cards until they can November 15,
sentence build a sentence that is 2019
fill in the blank with grammatically correct and
the correct gerund makes sensible sentence.
The winner of the game is
II. Infinitive identify each the first person to build
underlined word group three sentences.
EN9G-IIIb-21 as a prepositional November 18,
phrase or infinitive Sorting Verbals 2019
underline the infinitive to
The verbals are placed in a December 9,
in each sentence
pop stick and they are 2019
fill in the blanks with
placed in a canister.
the infinitive form of
Verbals are separated from
the verbs
other words. They will
III. Participle combine each pair of connect verbals to form
sentences by changing phrases.
EN9G-IIIc-21 the second sentence to
a participial phrase Playing with Verbals
underline the participle
in each sentence There is a worksheet with December 10,
10 sentences in the first 2019
column. In the second to
column, they will encircle January 8, 2020
C/I and beside it, they will
write their bet from 1-10
points only. In the last
column, their scores.
.
Method
Type of Research
This study will use the developmental research in developing the Diversified Play-Based
Learning Activities. This type of research focuses on the evaluation orientation of the material
rather than the process on which it will be developed. The developed DPBLA will be used by a
group of learners to test its effect to the grammar achievement of grade 9 learners. Data
collection will follow form the Quasi-Experimental design with experimental and control groups
Participants
The participants of this study will be composed of Grade 9 Narra and Kamagong with the
total population of 70 learners. These participants are from Masagana High School located in
Barangay Masagana, Pandi, Bulacan. The participants’ age ranges from 15 to 17 years old and
they are heterogeneous in terms of intellectual capabilities, sex, attitude, and socio-economic
status.
Sampling Method
sample that is selected based on characteristics of a population and the objective of the study.
sample will be utilized because the researcher targets a particular group of people who are the
Grade 9 students of Narra and Kamagong. These two sections of Grade 9 are being handled by
the researcher. Assignment of the sections to control and experimental group shall be done
Proposed Intervention
(DPBLA) to grade 9 learners that the researcher is teaching. The DPBLA will serve as an
intervention material to enhance grade 9 grammar achievement in English in the third grading
The learners will be provided with the game activity sheet that provides the leaners the
(1) title of the game, (2) objectives, (3) timeframe, (4) tasks, (5) procedures, and (6) written
exercise. The games that will be played by the learners include modified cards and board games
that are available in the market. Other games are developed by the researcher that will enhance
The experimental group will be exposed to the use of the DPBLA in the following
scheme: (1) individual work during English class, (2) in pairs or with peer tutor during their
Integrative and cooperative learning (ICL) period, and (3) in group dynamics as a performance
task.
Instruments
The researcher will assess the participants’ achievement in English grammar through
pretest and posttest. The researcher will develop a Table of Specifications (TOS) containing the
competencies indicated in the curriculum guide of English 9. A fifty-item multiple choice pretest
and posttest will be made based on the TOS. The pretest will be given to the 70 students of
Grade 9 leaners before the start or the experimental phase. A posttest that is also based on the
developed TOS will be administered to the learners after the completion of the experiment to
In gathering data for this study, questionnaires will be the instrument to be used.
Permission to administer the questionnaires will be sought by the researcher from the Schools
Division Superintendent, Zenia G. Mostoles, Ed.D., CESO V, through School Governance and
Operations Division (SGOD). The researcher will present the approved endorsement letter to the
principal and will conduct to the school where the researcher is presently connected.
The pretest will be administered to the participants of the study. The participants will be
given a corresponding code to keep their identity confidential. The test papers will be coded and
no name nor anything that will divulge the identity of the participants will be indicated. After the
intervention, the posttest will be administered. The results will be encoded using spreadsheet
Ethical Considerations
This study will strictly follow the ethical guidelines for educational research. The
researcher will write a letter of request and endorsement to the school principal. Upon the school
principal’s approval, a letter of request to proceed will be written, addressed to the School
Division Superintendent (SDS) together with the research proposal. This study will commence
once the endorsement of SDS and the following procedures will be done:
2. no information of participants will be divulged during and after the study, their
4. observers will be delegated to oversee all the procedures to avoid any conflict of
interest; and
5. the results of the study will be validated by the school head and will be presented to
Data Analysis
The choice of appropriate statistical tools for the treatment of data is an important
component of research. The difference in the results of the pretests and posttests experimental
group and results of the posttest of the control and experimental groups will be determined by the
paired t-test. To determine if there is significant difference between the posttests of the control
and experimental groups, independent sample t-test will be used. These are under the assumption
that data that will be gathered are normally distributed, otherwise, non-parametric tests will be
used.
Work Plan
Cost Estimates
After the result of the posttest, the participants will share their personal experiences about
the blended learning approach, their most liked strategy or technique in gaining knowledge of
English grammar. A copy of the research will be submitted to the principal’s office for future
use. During school’s Learning Action Cell seminar, this paper will also be explained by the
researcher how it is done. The results of the study will be shared to the learners, their parents,
and teachers. A letter of invitation will be given to the student participants for the presentation of
Reference
575.
Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011). From game design elements
environments. 9-15
Heinich, R. (1996). Instructional media and technologies for learning. New York:
Kim, B. (2015). Designing Gamification in the Right Way. Library Technology Reports.
51(2), 29-35.
Liang, C., Lee, Y.Z., and Chou, W.S. (2010). The design consideration for game-based
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the horizon. 9(5), 1-6.
Retrieved from
https://www.academia.edu/1113207/Computer_games_and_
learning_Digital_game-based_learning.
Romero, M. (2015). Work, games and lifelong learning in the 21st century. Procedia-